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00:00 |
MinetestBot |
[git] Bituvo -> minetest/minetest: Refactor and move `world_format.txt` to `world_format.md` (#13504) 80c4c26 https://github.com/minetest/minetest/commit/80c4c260aeb9ef1effb0dcdbfc5607063d5f76c4 (2023-11-08T00:00:04Z) |
00:02 |
MinetestBot |
[git] corpserot -> minetest/minetest: Lump MT_LOGCOLOR env together with other color env (#13887) 9e95260 https://github.com/minetest/minetest/commit/9e952603b2852055e72da51188e5b8ce6bb59970 (2023-11-08T00:00:36Z) |
00:02 |
MinetestBot |
[git] JosiahWI -> minetest/minetest: Extract updateClouds method from updateFrame (#13939) 5690274 https://github.com/minetest/minetest/commit/56902745c8265a8187b2c3855722fa549d1caaf7 (2023-11-08T00:00:59Z) |
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00:24 |
DeepThgt |
if you take his advice and make it a completed mod feel free to steal my ideas on it |
00:25 |
DeepThgt |
oh i was really far scrolled up |
00:25 |
DeepThgt |
that was @erle |
00:25 |
erle |
lol what |
00:25 |
erle |
DeepThgt ideas are not stolen easily |
00:25 |
erle |
you still have them in your head |
00:25 |
DeepThgt |
<mistere_123> Well, yes, that is definately blog worthy. But I suggest polishing it as a camera mod for survival, and use dynamic media to make it not suck up join-time media |
00:25 |
erle |
also ideas don't matter much usually |
00:25 |
erle |
it does not use dynamic media and i will not make it use dynamic media |
00:25 |
erle |
the bitmap is saved in the item |
00:26 |
DeepThgt |
fair nuff on that |
00:26 |
DeepThgt |
i agree with that part |
00:26 |
DeepThgt |
i was referrring to the polish bit |
00:26 |
erle |
i will upload the code on mesehub |
00:26 |
erle |
and then you can improve it ok? |
00:26 |
DeepThgt |
ok |
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MTDiscord |
<mistere_123> Just that it will be more interesting for readers if its a polished mod than if its a proof of concept. |
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13:52 |
MTDiscord |
<mistere_123> Could someone explain the meaning of this: fall_damage_add_percent: modifies the fall damage suffered when hitting the top of this node. There's also an armor group with the same name. The final player damage is determined by the following formula: damage = collision speed ((node_fall_damage_add_percent + 100) / 100) -- node group ((player_fall_damage_add_percent + 100) / 100) -- player armor group (14) -- constant |
13:52 |
MTDiscord |
tolerance Negative damage values are discarded as no damage. |
13:52 |
MTDiscord |
<mistere_123> what is that last line, and assuming player armor groups, what is the formula |
13:53 |
MTDiscord |
<mistere_123> The documentation render failed |
13:54 |
MTDiscord |
<mistere_123> oh, right, I just had to check the source |
14:02 |
MTDiscord |
<mistere_123> Doc fix PR sent |
14:04 |
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17:16 |
MinetestBot |
json: Nov-03 19:31 UTC <MTDiscord> minetest is also on gitlab via nrz's reflective builds |
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17:19 |
json |
Congratulations on minetest release candidate 1! Thank you for the work done |
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19:30 |
erle |
photo mod is coming along https://mister-muffin.de/p/7ac9.png |
19:32 |
jonadab |
erle: Is this basically intended to provide an in-game camera that lets you take essentially screenshots but have them in-game as an object? |
19:33 |
jonadab |
That seems interesting. |
19:33 |
celeron55 |
i'm wondering if this could be used in some kind of gameplay |
19:33 |
erle |
i already thought about it |
19:33 |
erle |
dibs on the idea |
19:33 |
celeron55 |
at least you could teach the process of film photography |
19:34 |
erle |
i mean everyone else probably will have a similar idea |
19:34 |
celeron55 |
you could make a camera that sees things the player can't see |
19:34 |
erle |
every player is shown a photo and the one player that takes one that is most similar wins the round |
19:34 |
celeron55 |
(spooky) |
19:34 |
erle |
in maybe a small map |
19:34 |
erle |
with no way of building |
19:35 |
erle |
everyone can take 3 or 5 photos or so |
19:35 |
erle |
hey that could be a minigame |
19:35 |
erle |
MisterE123 aren't you making minigames? or just hosting them? |
19:35 |
celeron55 |
a spy ctf game called capture the photo where you have to get into the enemy headquarters, take a photo of the secret room and bring it back 8) |
19:36 |
erle |
lol nice |
19:36 |
erle |
aesthetics wise i think i will keep it black and white (even if i get minimap color, that will just be so i can convert it properly hehe) |
19:36 |
jonadab |
An archeology game where you have to photograph any find in-situ before you're allowed to move it. |
19:36 |
erle |
LOL jonadab |
19:36 |
erle |
gameplay for game designers that hate their players |
19:37 |
erle |
an amogus game but everyone has a camera. you can take a limited number of pictures. will the impostor be on it? WHO KNOWS |
19:37 |
jonadab |
Nah, if you hate your players just install NodeCore. |
19:37 |
DeepThgt |
does it capture entities erle |
19:37 |
jonadab |
But make slight, secret modifications to some of the recipes. |
19:37 |
erle |
i think the people deserving such hate already install me (hehe) |
19:38 |
erle |
DeepThgt no it does not because a) you would only get the entity hitbox b) i have no good way to shade that entity |
19:38 |
erle |
or so i think |
19:38 |
DeepThgt |
oh boo, there goes my dreams of getting creepshots of sam's butt |
19:38 |
erle |
lol |
19:38 |
jonadab |
Eh, build a statue to photograph. |
19:39 |
erle |
my skirt recently slipped a bit when i was sleepy and sitting in the train and a woman was like “i can see a bit of your butt”. i thanked her and told her ”i grew it myself”. |
19:39 |
erle |
thinking about it, it probably slipped while i was getting up |
19:40 |
erle |
okay, time for funny effects |
19:40 |
erle |
anything besides supersampling and depth of field and fog that you want? |
19:40 |
erle |
if someone gives me the math for it, i could render the sun on the sky lol |
19:41 |
erle |
tha gradient in the background is sky color |
19:45 |
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19:46 |
erle |
hey muurkha do you have any ideas for making photography mod better? |
19:51 |
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19:52 |
erle |
celeron55 spy ctf game could be about making photo of THE SECRET NODE obviously |
19:53 |
jonadab |
Is there a way to place the photos in the world for display, or do you just have to carry them in inventory? |
19:53 |
erle |
yes there is |
19:53 |
erle |
what about a reverse engineering game? each team has some time to build a thing, then they have to sneak around and take photos and build the thing from photos or so. |
19:54 |
celeron55 |
erle: maybe you couldn't even see THE SECRET NODE with bare eyes |
19:54 |
erle |
jonadab https://mister-muffin.de/p/ohde.png https://mister-muffin.de/p/xnLL.png |
19:54 |
erle |
celeron55 wow that's a great idea |
19:54 |
erle |
GHOST NODES |
19:54 |
erle |
or ghost entities |
19:54 |
erle |
that only appear very blurry on photos |
19:54 |
erle |
old black white photos with blurry figures on it |
19:55 |
erle |
what if rail shooter but photos |
19:55 |
jonadab |
And they only show up at all if the photo is taken around midnight? |
19:55 |
erle |
no, they only show up on the photo but |
19:55 |
erle |
it takes time to develop (it really does, raycasting is expensive) |
19:56 |
erle |
what if one player is the ghost |
19:56 |
erle |
and invisible |
19:56 |
erle |
EXCEPT ON PHOTOS |
19:56 |
erle |
other things you could do: grainy surveillance camera shots |
19:59 |
celeron55 |
a wildlife hunting mod could have some kind of global wildlife dynamics and a motion sensing trail camera |
20:01 |
celeron55 |
i guess such a system wouldn't be too difficult to make work. it would just adjust spawn rates for entities based on some kind of global noise. basically wing it and hope the player has a good experience |
20:01 |
erle |
animalia is nice, did you ever try it? |
20:01 |
erle |
cats hunt mice and so on |
20:01 |
celeron55 |
does it implement entity interactions outside of normal dynamic objects? |
20:01 |
celeron55 |
that's what i'd like to see |
20:02 |
erle |
what kind of interactions do you mean? |
20:02 |
celeron55 |
well for example cats hunting mice |
20:02 |
celeron55 |
outside of the active block range, without activating the blocks |
20:03 |
celeron55 |
with simple rules, no frame-by-frame physics |
20:03 |
erle |
no i don't think so |
20:04 |
erle |
i mean i can't tell, because i haven't seen it hehe |
20:05 |
celeron55 |
of course minetest should provide better tools for mods to implement things like that |
20:05 |
celeron55 |
like, maybe a special mode for dynamic objects where they are stored as nodes instead of as staticdata, or maybe just a way of modifying entity staticdata without activating a block |
20:06 |
celeron55 |
i think the former might be implementable already, not sure |
20:30 |
erle |
rubenwardy thanks for the custom item textures, my photo mod would not have been easily possible without that feature! |
20:31 |
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20:32 |
MTDiscord |
<mistere_123> erle: I've made several minigames. Atm I'm rather busy. |
20:33 |
erle |
i guess DeepThgt will have to make stuff then :D |
20:34 |
MTDiscord |
<mistere_123> You could make a digilines surveilence camera + monitor that updates every so often |
20:35 |
MTDiscord |
<mistere_123> If you are making minigames, use arena_lib. That's 70 % of the work done for you |
20:35 |
MTDiscord |
<mistere_123> With a high level of polish free |
20:35 |
erle |
MisterE123 celeron55 DeepThgt here is the code https://git.minetest.land/erlehmann/xcam |
20:36 |
MTDiscord |
<mistere_123> > no license |
20:38 |
erle |
i shall add it |
20:38 |
erle |
so it gets on cdb faster |
20:42 |
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20:42 |
erle |
MisterE123 LICENSE added, what else is important? |
21:18 |
erle |
there is some tilt here, any one any idea? https://content.minetest.net/uploads/906fd58f4e.png |
21:29 |
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21:45 |
erle |
DeepThgt if you are just learning minetest modding, i have something: you could make the parameters (supersampling, depth of field effect, fog distance, rendering distance etc.) adjustable https://git.minetest.land/erlehmann/xcam |
21:46 |
erle |
otherwise, just tell me what kind of API you want for your mod |
21:46 |
erle |
so i can make xcam an API thing |
21:50 |
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21:54 |
ROllerozxa |
camera that renders to texture? interesting mod... :) |
21:55 |
muurkha |
yeah! |
21:59 |
luk3yx |
erle: That is amazing |
22:02 |
MTDiscord |
<warr1024> Are you raytracing or doing like a painter's algorithm or something? |
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23:31 |
erle |
warr1024 i am building a square “lens” and then raycast from the eye position of the player until i hit something – repeatedly with a slight offset, to get a depth-of-field effect. |
23:31 |
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23:32 |
MTDiscord |
<warr1024> ...and when you do hit something, do you draw a pixel based on that one ray, or do you try to render the entire thing you hit (node cube, whatever) into the image based on that? I'm wondering just how many raycasts you're actually doing, like one per pixel, or just enough to get a sense of general geometry and then painting based on that. |
23:33 |
erle |
4 per pixel, but 1 per pixel is enough |
23:33 |
erle |
it is very easy conceptually and very slow |
23:33 |
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23:33 |
erle |
i looked at business card raytracers over the weekend and then realized that i can do this in minetest yesterday |
23:33 |
erle |
or rather, two days ago (it is 00:33 here) |
23:34 |
MTDiscord |
<warr1024> So this is a true ray tracer where you're actually just tracing light paths then, okay |
23:35 |
MTDiscord |
<warr1024> I mean the other way you could have done it is to use some method (ray tracing or flood fill or just grabbing some cuboid of everything or some combination) and then using painter's algorithm over that. |
23:36 |
MTDiscord |
<warr1024> it makes me wonder if you could do fewer raycasts if you can infer more than 1 pixel out of any nodes you hit based on their position and projecting them into the camera space. Then you just need to worry about stuff like depth sorting. |
23:36 |
erle |
i think i could even make reflections if i would special case water (i can only hit it from above after all) |
23:37 |
erle |
i don't know how i could get more than the 1 pixel of information out of this at all. i mean i don't even know which side i hit (excluding the water thing i just mentioned) |
23:37 |
MTDiscord |
<warr1024> Take a look at Green's Screen Space Reflections branch and see if you can sync up with it 😄 |
23:38 |
erle |
also i don't *need* more than 1 pixel of information. some funky geometry stuff is probably not going to make it faster, since i would need to raster that thing as well, right? |
23:38 |
erle |
also i wonder what you meant with painters algorithm. i mean i literally can't hit stuff that is obscured. |
23:39 |
erle |
so how would i even figure out the invisible part of distant objects? and why would i want to paint them? |
23:39 |
erle |
i mean, most things in the screen are far enough that they do not really cover many pixels |
23:40 |
erle |
i guess i could use a voxelmanip and go through it from back to front somehow? |
23:42 |
erle |
btw, i first wanted to have a camera obscura like setting where i cast from a canvas through the eye of the player |
23:42 |
erle |
but then i realized that this canvas would be behind the player and that would make it more difficult |
23:42 |
erle |
like what if the player is with the back to the wall |
23:44 |
erle |
ROllerozxa luk3yx warr1024 muurkha if anyone of you is good with vector stuff, maybe you can tell me why my horizon is a bit tilted. |
23:44 |
erle |
i mean i know why, the “right” vector does not align with the horizon in the end |
23:44 |
erle |
but maybe you have a better way to construct this thing |
23:49 |
erle |
warr1024 do you use raycast in nodecore? |
23:54 |
MTDiscord |
<warr1024> I use raycast quite a bit, but never like thousands in a single server step. |
23:55 |
MTDiscord |
<warr1024> I do like one per player for WAILA, 2 or 3 or so per player for environmental stuff like radiant heat and radiation, and one per pair of players that are within a certain distance of each other for nametag visibility checks. |
23:55 |
erle |
what is WAILA? |
23:56 |
MTDiscord |
<warr1024> What Am I Looking At, a class of mods that tells you the names of stuff in the world. |
23:56 |
erle |
oh neat |
23:57 |
erle |
if i also attached labels to the things in the photos, i could make xcam the ben garrison of mods hehe (not doing it obv) |
23:58 |
erle |
(for those not in the know: that guy is extremely right-wing, but what sets him apart from others is not his political beliefs, but his idiosyncratic drawing style where he labels EVERYTHING in his pictures) |
23:59 |
erle |
(if you have seen a comic-style picture where a tree is labeled ”tree”, yep, that's the style) |
23:59 |
MTDiscord |
<warr1024> Isn't that just the classic "political cartoon" style where artists apparently have always assumed people fundamentally don't understand allegory and thus label the shit out of everything? |